Floating-Point Roundoff
CS 301 Lecture, Dr. Lawlor
Roundoff in Arithmetic
They're funny old things, floats. The fraction part only stores
so much precision; further bits are lost. For example, in reality,
1.2347654 * 104 = 1.234* 104 +
7.654* 100
But to three decimal places,
1.234 * 104 = 1.234* 104 +
7.654* 100
which is to say, adding a tiny value to a great big value might not
change the great big value at
all, because the tiny value gets lost when rounding off to 3
places. This "roundoff" has implications.
For example, adding one repeatedly will eventually stop doing anything:
float f=0.73;
while (1) {
volatile float g=f+1;
if (g==f) {
printf("f+1 == f at f=%.3f, or 2^%.3f\n",
f,log(f)/log(2.0));
return 0;
}
else f=g;
}
(executable
NetRun link)
Recall that for integers, adding one repeatedly will *never* give you
the same value--eventually the integer will wrap around, but it won't
just stop moving like floats!
For another example, floating-point arithmetic isn't "associative"--if
you change the order
of operations, you change the result (up to roundoff):
1.2355308 * 104 = 1.234* 104 +
(7.654* 100 + 7.654* 100)
1.2355308 * 104 = (1.234* 104
+ 7.654* 100) + 7.654* 100
In other words, parenthesis don't matter if you're computing the exact
result. But to three decimal places,
1.235 * 104 = 1.234* 104 +
(7.654* 100 + 7.654* 100)
1.234 * 104 = (1.234* 104 +
7.654* 100) + 7.654* 100
In the first line, the small values get added together, and
together they're enough to move the big value. But separately,
they splat like bugs against the windshield of the big value, and don't
affect it at all!
double lil=1.0;
double big=pow(2.0,64);
printf(" big+(lil+lil) -big = %.0f\n", big+(lil+lil) -big);
printf("(big+lil)+lil -big = %.0f\n",(big+lil)+lil -big);
(executable
NetRun link)
float gnats=1.0;
volatile float windshield=1<<24;
float orig=windshield;
for (int i=0;i<1000;i++)
windshield += gnats;
if (windshield==orig) std::cout<<"You puny bugs can't harm me!\n";
else std::cout<<"Gnats added "<<windshield-orig<<" to the windshield\n";
(executable
NetRun link)
In fact, if you've got a bunch of small values to add to a big value,
it's more roundoff-friendly to add all the small values together first,
then add them all to
the big value:
float gnats=1.0;
volatile float windshield=1<<24;
float orig=windshield;
volatile float gnatcup=0.0;
for (int i=0;i<1000;i++)
gnatcup += gnats;
windshield+=gnatcup; /* add all gnats to the windshield at once */
if (windshield==orig) std::cout<<"You puny bugs can't harm me!\n";
else std::cout<<"Gnats added "<<windshield-orig<<" to the windshield\n";
(executable
NetRun link)
Roundoff can be very annoying, but it doesn't matter if you don't care
about exact answers, like in simulation (where "exact" means the same
as the real world, which you'll never get anyway) or games.
One very frustrating fact is that roundoff depends on the precision you
keep in your numbers. This, in turn, depends on the size of the
numbers. For example, a "float" is just 4 bytes, but it's not
very precise. A "double" is 8 bytes, but it's more precise.
A "long double" is 12 bytes (or more!), but it's got tons of precision.
Roundoff in Representation
Sadly, 0.1 decimal is an infinitely repeating pattern in binary: 0.0(0011),
with 0011 repeating. This means multiplying by some *finite*
pattern to approximate 0.1 is only an approximation of really dividing
by the integer 10.0. The exact difference is proportional to the
precision of the numbers and the size of the input data:
for (int i=1;i<1000000000;i*=10) {
double mul01=i*0.1;
double div10=i/10.0;
double diff=mul01-div10;
std::cout<<"i="<<i<<" diff="<<diff<<"\n";
}
(executable NetRun link)
On the NetRun Pentium4 CPU, this gives:
i=1 diff=5.54976e-18
i=10 diff=5.55112e-17
i=100 diff=5.55112e-16
i=1000 diff=5.55112e-15
i=10000 diff=5.55112e-14
i=100000 diff=5.55112e-13
i=1000000 diff=5.54934e-12
i=10000000 diff=5.5536e-11
i=100000000 diff=5.54792e-10
Program complete. Return 0 (0x0)
That is, there's a factor of 10^-18 difference between double-precision 0.1 and the true 1/10!Roundoff Taking Over Control
One place roundoff is very annoying is in your control
structures. For example, this loop will execute *seven* times,
even though it looks like it should only execute *six* times:
for (double k=0.0;k<1.0;k+=1.0/6.0) {
printf("k=%a (about %.15f)\n",k,k);
}
(executable NetRun link)
The trouble is of course that 1/6 can't be represented exactly in
floating-point, so if we add our approximation for 1/6 six times, we
haven't quite hit 1.0, so the loop executes one additional time.
There are several possible fixes for this:
- Don't use floating-point as your loop variable. Loop over an integer i (without roundoff), and divide by six to get k.
- Or you could adjust the loop termination condition so it's
"k<1.0-0.00001", where the "0.00001" provides some safety margin for
roundoff.
- Or you could use a lower-precision comparison, like
"(float)k<1.0f". This also provides roundoff margin, because
the comparison is taking place at the lower "float" precision.
Any of these fixes will work, but you do have to realize this is a potential problem, and put the code in there!